DerekPaxton DerekPaxton

Fallen Enchantress 0.982 Changelog

Fallen Enchantress 0.982 Changelog

Released on 10/4/2012

Content

Added the Imprison spell (unless the victim resists it traps them for 5 turns and does 5 damage per turn)

Added the Dragon Slayer champion ability, (warrior only, gives +10 attack vs dragons)

Added the Executioner line of champion abilities (assassin only, gives bonus attack vs champions)

Added the Loner champion ability (bonus attack, initiative and dodge when the unit is alone)

Added the Shadow Strike line of champion abilities (assassin only, ignores a portion of the victims defense)

Added the Restoration tech, it unlocks gardens and workshops and leads to agriculture and mining

Added the Caster's Staff, Practice Sword, Spark Hammer, Assassin's Knife and Sharp Axe as common loot drops

Added the Guilds tech (unlocks the slave pen, labor guild and a construction bonus)

Added the Noble sovereign profession, reduces unrest in all cities and gives a small boost to faction prestige

 

Fixes

Fixed an issue that could cause Darkling Rider camps to spawn right next to your starting point

Fixed an issue that could cause Darkling Shaman camps to spawn right next to your starting point

Fixed an issue making Missionary Halls unbuildable

Fixed an issue making Tax Offices unbuildable

Fixed an issue making Treasury Vaults unbuildable

Fixed floating city wall graphics in cloth map mode

Units and tile yields not rendered in city details window

Fixed bug where pedestrians were shown on quest locations in FOW after loading a saved game

Fixed bug where goodie hut particle effects were shown under FOW after loading a saved game

Fixed an issue with the hp bar when you use a healing item

Fixed an issue with the hp bar when you use the Double Strike ability, or any other spell that involves more than one damage effect

Fixed an issue with the hp bar when, if a hurt troll attacked another unit, that target unit's HP bar would become segmented

Fixed the Bruiser ability progression

Fixed the Forge

Fixed an issue with weight requirements for darklings

Fixed an issue that caused iron golems to t-pose (they cant be knocked prone anymore)

Fixed the Road Building ability

The apothecary potion sales are now carried through on all upgrades

The bakery's bread sales are now carried through on all upgrades

Fixed an issue causing the Castle to not show as available on in Fortresses

Fixed an issue with horse animations being to slow

Fixed an issue causing the particle from Burning Blade (and others) to not show when cast in tactical

Fixed an issue that could cause designed slaves to have broken encumbrance with Lithe and Scout traits

Fixed an issue keeping improvements that spawn multiple defenders form spawning multiple defenders

Fixed an issue that can keep you from having access to a leather cuirass if you choose Heroic on a custom faction

Fixed a bug keeping the Finesse ability from working

Growth doesn't shrink units on mounts anymore

Fixed the damage on Flame Dart

Fixed the damage on Coal Stones

You no longer get popups for passing over quest locations, you have to end on the tile to trigger it

You now establish contact with a faction if you find their land

Fixed an issue that was keeping Burning Hands from being resistable

Academy of Revelation now correctly increase research by 10% for your entire faction

Fixed an issue causing improvements based on Essence to not update correctly if the cities Essence was changed

Fixed stuck turn bug relating to a unit rotating to move and then being attacked mid rotate

Significant graphical performance optimization

Fixed the Bloodthirsty trait

Fixed bug where quest locations and goodie huts from quests could spawn in wildlands (like behind the master quest gate) in a loaded save game

The Ai no longer values trades from players they are at war with at 10x the normal value

 

Balance

Reduced the value of Rusty armor

Longstrider Boots are uncommon

Quest maps can be found in goodie huts (they are uncommon)

Ward of Health gives 5 health instead of 10

Haste does +3 init (+1 per air) instead of +4/+2

Slow does -3 init (-1 per water) instead of -4/-2

Increased the combat rating value of the Coal Stones and Despair abilities

Temple of Essence is now correctly Kingdom only

Increased Amhah’s init

Bone Ogres, Earth Elementals, Grave Elementals and Ogres can hurl boulders

Increased moves for Cave Bears, Coastal Skaths, Drakes, Ebbon Wolves, Forest Drake, Great Wolf, Ice Warg, Escaped Juggernaut, Mire Skath, Naja, Ophidian, Pack Drake, Plaguestalker, Silt Skath and Umberdroths

Corpse Spiders can use Tangled Web

Fire Elementals can cast Embers

Obsidian Golems and Ritualists can cast Imprison

Reduced scaling (per level) defense on several monsters

Reduced Adventurer's Boon to +8 hit points instead of 10

Path of the Assassin gives +15 crit chance instead of +1 per level

Increased the crit hit chance on the vital strike skills

Reduced the amount of crystal given from crystal mines/quarrys/troves

Raised the Elemental Lord inits from 12 to 18

Removed the initiative bonuses from horses

Sharp Dagger, Champion's Club, Monk's Staff, Haunter's Staff, Burning Axe, Ice Spear, Balanced Axe, Shadow Dagger, Burning Dagger and the Guiding Spear are now common weapon drops (some have been adjusted to not be to powerful)

Moved the +1 army size from Administration to Training

Moved the +1 army size from Company to Siege Weapons

Arcane Apparel requires Glyph Stones instead of Enchantment

Arcane Armor doesn't require Heavy Armor

Arcane Weapons don't require Weapons of War

Archery requires Drills

Book of Mastery requires Glyph Stones

Breons Letters, ereogs Journal and Heroes dont grant faction prestiege

Cooperation doesn't require Agriculture anymore

Dance with Dragons requires Alliances instead of Company

Economics doesn't require Education

Reduced the research cost of late game techs

Logistics doesnt require Craftsmanship

Magical Forging doesnt require Blacksmithing

Sion Temple requires Ereogs Journal instead of Arcane Mastery

Trading doesn't require Knowledge

War Colleges doesn't require Education

Minimum Initiative is now 5 (so you can't slow units down to nothing)

Lowered the casting cost of the Engineer's Healing Bot skill

Bottled Fire doesn't require mana anymore

Staff of the Furnace allows the unit to cast Flame Dart, not Coal Stones

Increased Propoganda to +2 Gildar / Essence

Reduced Short Bow attack from 8 to 7

Reduced Longbow attack from 10 to 9

Reduced Yew Longbow init from -4 to -6

Reduced the training costs of Bound Widows, Harridan and Hoarders

Rebalanced all the dodge granting effects (generally down a bit, though Evade went down quite a bit)

The Cruel sovereign weakness increases unrest slightly instead of increasing champion costs

Troll Charm doesn't provide tactical regen anymore

Stoneskin does 3 (+1 per air shard) in defense instead of 4+2

Rebalanced all loot items min level reqs

 

AI

 

Monsters less likely to attack capitals

AI units now move asynchronously (this should address monsters and AI players trying to attack each other and sometimes moving to the previous tile)

AI smarter about retreating in tactical battles

AI relations change more gradually (based on the intelligence of the AI player)

Fixed a bug with the AI building outposts


UI

Fixed the provides tags on air, earth, fire and life adept abilities

Consumables show up in the hiergamenon now (Silver Flute, Prismatic Potion, etc)

Fixed a missing icon for the Sacrificial Altar

Better UI when there are stacked armies (http://screencast.com/t/d7vmqfUQW) and the ability to page through them

New font for the intro book

Left justified text in tooltips

Fixed an issue where rivers look glossy

You can now see spell resistance chances when you are about to cast a spell on an enemy in tactical

Any upgradable resource improvements show up in the cities build list (just like connected ones)

When you get a useable item the popup will allow you to use it (similar to how you can equip equipable items)

We dont show couterattack info vs ranged attacks (ie: if the counterattack wont happen)

Added more stats to the city levelup screen

New ZoC colors for Krax and Magnar

Custom sovereigns look 25% less dorky on the intro book

59,632 views 158 replies
Reply #26 Top

Quoting juryal, reply 26
Please fix the issue with Burning Blade. The AI players are able to stack it. Mentioned in these two posts:

https://forums.elementalgame.com/432447

End of juryal's quote
">https://forums.elementalgame.com/432244 [/quote]

 

it might be steal spirit

i think ai loves this spell too much and maybe the bug is it can steal burning blade too?

 

another reason to remove steal spirit from the game  :P

Reply #27 Top

How about making Set In Stone do +50% Production, -50% Research? If we are going to have tons of research from cities, a 50% Production boost is not quite worth losing all possible research. It also screws up the AI, since they will cast it on a Conclave. 

Reply #28 Top


Increased moves for Cave Bears, Coastal Skaths, Drakes, Ebbon Wolves, Forest Drake, Great Wolf, Ice Warg, Escaped Juggernaut, Mire Skath, Naja, Ophidian, Pack Drake, Plaguestalker, Silt Skath and Umberdroths
End of quote

Please add more moves to Slag too. My Magnar at level 4 with Ignys Longbow and Horse just defeated Slag. I used new item DarkCandle to summon Burning Wraith. Slag moves by 1 tile until he defeats Burning Wraith. All this time Magnar shoots Slag. Then Slag moves at his maximum. Magnar finishes him in the last moment. One more round and Slag would defeat Magnar. Tactical AI is much better now, but needs a bit tuning. Slag should always move at his maximum in such combats. Also Ignys Longbow can be removed from "Escort noblewoman" quest.

Reply #29 Top

Just saw the anit-kiting balances. Nice work!

Reply #30 Top

What about the fact that the AI isn't interacting between themselves? Had a match recently where Altar, Magnar & Gilden were besides each other, (Gilden even crossing Magnar territory to attack me) and they didn't know each other.

Another problem - I won byb casting Spell of Making - Pariden had twice my army strength  we were at war, and they never sent  armies to disrupt the spell.

Suggestion: Now, you can build all the towers in the same city. Make that you need one tower in four different cities before casting the spell of making - this way you can't put all of them in your most defensive town in a peninsula unreachable without passing all other cities you have.

Overall, the game is getting better and better, but there is still much to do! Keep the good work.

Reply #31 Top

Quoting seanw3, reply 9
+10Hp, but with a level 10 prereq is fine. At level 2 we are just pissing all over the random trait function.
End of seanw3's quote

By level 10, champions will have a enough of an entourage (troops, summons, quest units, etc) that 10 bonus HP for them is not all that necessary.  Adventurer's Boon is great for the early game, but even with the new HP changes I'm finding I only truly need it on Amarian or (presumably) Resoln champions.  Any further weakening of champions in the early game could well make them incapable of fighting against anything but a single group of mites, and even that would be a close fight.

Reply #32 Top

Instead of nerfing the power of haste and slow, how about simply limiting their duration?  3 turns on slow, 4 turns on haste?  Building a support-oriented magic user should feel as game-changing to play as one hurling fireballs left and right, just in a different matter.

 

Reply #33 Top

Quoting Emperorjarin, reply 33
Instead of nerfing the power of haste and slow, how about simply limiting their duration?  3 turns on slow, 4 turns on haste?  Building a support-oriented magic user should feel as game-changing to play as one hurling fireballs left and right, just in a different matter. 
End of Emperorjarin's quote

I agree. Slow and Haste are cheap, cool spells, don't nerf them. They work great for support casters.

Reply #34 Top

Quoting Emperorjarin, reply 33
Instead of nerfing the power of haste and slow, how about simply limiting their duration?  3 turns on slow, 4 turns on haste?  Building a support-oriented magic user should feel as game-changing to play as one hurling fireballs left and right, just in a different matter.
End of Emperorjarin's quote

Yep, because of the low damage without Path of the Mage and Evoker combat spells are useless for the other paths. That is the reason why support spells like Slow, Haste, Heal, ... should be powerful.

Reply #35 Top

Quoting seanw3, reply 30
Just saw the anit-kiting balances. Nice work!
End of seanw3's quote

I may not have agreed with what was done to the regen spell.  But yes, these improvements are welcome.  Nice Balance fixes. 

Reply #36 Top

Quoting Wizard1200, reply 35

Yep, because of the low damage without Path of the Mage and Evoker combat spells are useless for the other paths. That is the reason why support spells like Slow, Haste, Heal, ... should be powerful.
End of Wizard1200's quote

And why there should be more than one way to dispel / get rid of them.  No one likes to be shrunk/blinded/slowed the whole battle. 

Reply #37 Top

Quoting Supreme, reply 37

And why there should be more than one way to dispel / get rid of them.  No one likes to be shrunk/blinded/slowed the whole battle.
End of Supreme's quote

Yes, but i think a tactical spell that removes all enchantments would be much better.

Reply #38 Top

I agree.  It would be very difficult to nail down the precise magic trace you want to remove.  A spell that removes all tactical-only spells would be more feasible (and I don't think mana upkeep strategic spells should be affected for balance reasons, and because you're already paying a cost for them to keep going).

Reply #39 Top

Tactical spells with unlimited duration should be high-level, expensive, or both.  That way, you can keep the OP nature of haste and slow, since you're gonna have to refresh it every few turns if you want it to last.  I'd much rather have to refresh my game-changing spells than have a spell my enemy need not fear never expire.  There should also be ways to get rid of even temporary debuffs and buffs on units, but I don't know how easy it would be to implement such a mechanic.  I fully support being able to fully dispel a single unit's magic, but clearing the entire field of magic should be an expensive, difficult effort.

Reply #40 Top

Derek, any chance wildland allies like wildling or ogres get more love? Or do we have to field lvl 1 wildlings vs. late game plate mail knights?  :)

Reply #41 Top

I'm guessing the reason they don't have a tactical 'enchantment' removal spell is because they may not be able differentiate between abilities (traits) and spells.  Creating a spell like this would probably mean a lot of coding that should have been done from the beginning for Stardock.

They also removed durations and range limits from tactical spells and bows quite a while ago.  I forget the reasoning behind this right now.

Reply #42 Top


*** Unreleased ***

Content

Added the Imprison spell (unless the victim resists it traps them for 5 turns and does 5 damage per turn)


End of quote

 

Isn't 5 damage for 5 turns a bit much?  That's automatic death to Pariden and Resoln champions because of their low hit points.  If we're not willing to modify hit points a little bit, maybe we should start talking about increased spell resistance for Pariden and Resoln races so they can't be one-shot-to-death from spells and ranged magic staffs.

Reply #43 Top

Pariden and REsolin races need something more to their base race.  That hp penalty is huge and they get dick for it.  

Reply #44 Top

Quoting Trojasmic, reply 43

Isn't 5 damage for 5 turns a bit much?  That's automatic death to Pariden and Resoln champions because of their low hit points.  If we're not willing to modify hit points a little bit, maybe we should start talking about increased spell resistance for Pariden and Resoln races so they can't be one-shot-to-death from spells and ranged magic staffs.
End of Trojasmic's quote

I think Pariden and Resoln should have a Spell Resistance bonus of 20. This bonus should replace the shard bonus of Pariden and the health regeneration of Resoln, because they are currently not very useful.

Reply #45 Top

I would have them keep their positive ability(wraiths hp gain and paridens shard thing, give both a 10 spell resistance), and take away the HP penalty.  Those bonuses are thematic and not OP, while the hp penalty is cripiling.  Or give them some other inate racial bonus.  

Reply #46 Top

Quoting Lord, reply 44
Pariden and REsolin races need something more to their base race.  That hp penalty is huge and they get dick for it.  
End of Lord's quote

I wouldn't say that, though balance needs to be considered...

Resolin has the demons. They just need to be finetuned so that resolin champs can rely on them during combat instead of their own health...

Paradin has magic and a tonne of it. They should be able to blow excess mana into protection and buff spells and stay ranged in combat to avoid losing their low life...

 

Reply #47 Top

No

Quoting GFireflyE, reply 47

Quoting Lord Xia, reply 44Pariden and REsolin races need something more to their base race.  That hp penalty is huge and they get dick for it.  


I wouldn't say that, though balance needs to be considered...

Resolin has the demons. They just need to be finetuned so that resolin champs can rely on them during combat instead of their own health...

Paradin has magic and a tonne of it. They should be able to blow excess mana into protection and buff spells and stay ranged in combat to avoid losing their low life...

 
End of GFireflyE's quote

 

No they don't.  Let me be more clear, the RACES of Resolin(Wraiths) and the RACES of Pariden(Amorians?) don't have any of those bonuses  their nations do.  I can create a Trog nation that gets both the demons from Resolin and the magic gear/spellbooks of Pariden AND having more HP, able to wear heavier armor, have an attack bonus, AND having Juggernauts.  

The balance falls apart when creating your own nation.  When creating your own nation, there is no good reason to choose the Wraiths or Amorians(I know that is the wrong name).  They have penalties and no special units and their bonuses are pretty lame.  

 

Reply #48 Top

Quoting Lord, reply 48

 

No they don't.  Let me be more clear, the RACES of Resolin(Wraiths) and the RACES of Pariden(Amorians?) don't have any of those bonuses  their nations do.  I can create a Trog nation that gets both the demons from Resolin and the magic gear/spellbooks of Pariden AND having more HP, able to wear heavier armor, have an attack bonus, AND having Juggernauts.  

The balance falls apart when creating your own nation.  When creating your own nation, there is no good reason to choose the Wraiths or Amorians(I know that is the wrong name).  They have penalties and no special units and their bonuses are pretty lame.  

 
End of Lord's quote

In that regard, you are correct.

Maybe wraiths and magic gear should be tied in with their respective races then....forcing you to choose only one aspect?

 

Reply #49 Top

The health nerf of Pariden/Resoln should be -10% hp instead of -1 per level.

 

 

Reply #50 Top

Quoting Alstein, reply 50
The health nerf of Pariden/Resoln should be -10% hp instead of -1 per level.

 

 
End of Alstein's quote

that's a good suggestion.